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Hill Fort

503798814Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 27m 37s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇬🇧 Huns · United Kingdom
938
+12
🇲🇹 Persians · Malta
862
+15
🇨🇳 Mongols · China
857
-14
🇫🇷 Persians · France
841
-13
Player eAPM Actions Feudal Castle Imperial Opening
30 840 11:15 18:43 ⛏ Fast Castle
27 748 12:46 21:27 ⛏ Fast Castle
23 643 12:36 21:03 ⛏ Fast Castle
11 299 11:43 21:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,125 5,610 930 1,500 14,165 15,769
4,410 3,565 1,415 810 10,200 12,452
4,475 3,731 1,340 220 9,766 11,601
3,825 3,705 200 145 7,875 9,020
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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